Rooms
Every room the facility can be built from: zone, shape, how it is placed, the items it always holds, the ones on a roll, and its events. Open a row for everything the game files hold on it.
Class-D cells and SCP-173's chamber (intro)Zone —Shape Dead endItems 1
Class-D Cells & SCP-173's chamber in the intro. Placed automatically in all maps.
- Shape
- Dead end
- Zone
- Outside the grid
- Placement
- Placed in every map
- SCP
- SCP-173
- Doors the room adds
- 29
- Lights
- 29
- Floor decals at start
- No
- Size (map units)
- 10497 × 5344
Items that always spawn here
Events
- 173 Goes to the first one in the facility that has no event yet.
SCP-173's chamber (start)Zone —Shape Dead endItems 0
SCP-173's chamber, after the breach. Placed automatically in all maps.
- Shape
- Dead end
- Zone
- Outside the grid
- Placement
- Placed in every map
- SCP
- SCP-173
- Doors the room adds
- 6
- Lights
- 9
- Floor decals at start
- No
- Size (map units)
- 6176 × 3872
Events
- The start event. Should always be present in all maps. Goes to the first one in the facility that has no event yet.
SCP-205's chamberZone Light ContainmentShape Dead endItems 0
SCP-205's containment chamber.
- Shape
- Dead end
- Zone
- Light Containment
- Placement
- Placed in every map (position 60% of the way along its zone's dead ends, priority 100)
- SCP
- SCP-205
- Doors the room adds
- 2
- Key card doors
- Level 3
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2592 × 1888
Events
- Required for SCP-205 to function. Goes to the first one in the facility that has no event yet.
SCP-372's chamberZone Light ContainmentShape Dead endItems 2
SCP-372's containment chamber.
- Shape
- Dead end
- Zone
- Light Containment
- Placement
- Placed in every map (position 10% of the way along its zone's dead ends, priority 300)
- SCP
- SCP-372
- Doors the room adds
- 1
- Key card doors
- Level 2
- Lights
- 8
- Floor decals at start
- No
- Size (map units)
- 2048 × 2304
Items that always spawn here
Events
- Spawns SCP-372 once the player enters the room. Goes to the first one in the facility that has no event yet.
SCP-914's chamberZone Light ContainmentShape Dead endItems 3
SCP-914's containment chamber.
- Shape
- Dead end
- Zone
- Light Containment
- Placement
- Placed in every map (position 30% of the way along its zone's dead ends, priority 400)
- SCP
- SCP-914
- Doors the room adds
- 3
- Key card doors
- Level 2
- Lights
- 9
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Items that always spawn here
Events
- SCP-914's mechanism event. Required for SCP-914 to function. Goes to the first one in the facility that has no event yet.
Archive roomZone Light ContainmentShape Dead endItems 0
An archive room, where various (random) items spawn on shelves.
- Shape
- Dead end
- Zone
- Light Containment
- Placement
- Placed in every map (position 50% of the way along its zone's dead ends, priority 200)
- Doors the room adds
- 1
- Key card doors
- Level 6
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1056 × 1776
Items on a roll
- 18 shelf slots; each draws a number from -10 to 100: below 0 empties the rest of that shelf, 0-39 a document, 40-44 a Level 1 or 2 key card, 45-49 a first aid kit, 50-59 a battery, 60-69 an S-NAV, 70-84 a radio, 85-94 a clipboard, 95-100 a playing card, Mastercard or origami.
Events
- Required for the entrance door to be functional. Goes to every one that has no event yet.
Dead end with a sealed gateZone Light Containment, Entrance ZoneShape Dead endItems 0
Red-lit dead end room with a large, unopenable gate.
- Shape
- Dead end
- Zone
- Light Containment, Entrance Zone
- Placement
- Random fill: weight 100 among the zone's dead ends
- Doors the room adds
- 1
- Key card doors
- Level 6
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1504 × 2264
Events
- An event where SCP-106 takes Janitor into the Pocket Dimension. Goes to the first one in the facility that has no event yet (the roll (0 or 1) leads to the same room either way).
SCP-012's chamberZone Light ContainmentShape HallwayItems 2
SCP-012's containment chamber.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 55% of the way along its zone's hallways, priority 400)
- SCP
- SCP-012
- Doors the room adds
- 2
- Key card doors
- Level 3
- Lights
- 4
- Floor decals at start
- No
- Size (map units)
- 1840 × 2048
Items that always spawn here
Events
- Required for SCP-012 to function. Goes to the first one in the facility that has no event yet.
SCP-1123's chamberZone Light ContainmentShape HallwayItems 4
SCP-1123's containment chamber.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 70% of the way along its zone's hallways, priority 200)
- SCP
- SCP-1123
- Doors the room adds
- 3
- Key card doors
- Level 3
- Lights
- 20
- Floor decals at start
- No
- Size (map units)
- 1952 × 2048
Items that always spawn here
Events
- Required for SCP-1123 to function. Goes to the first one in the facility that has no event yet.
Tesla gate hallway (Light Containment)Zone Light ContainmentShape HallwayItems 0
Hallway with a tesla gate. LCZ variant.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 100 among the zone's hallways
- Lights
- 8
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 608 × 2048
Events
- Activates the tesla gate in the room. Goes to each one with no event yet, 90% chance.
Plain hallwayZone Light ContainmentShape HallwayItems 0
An empty, two-door hallway.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 45 among the zone's hallways
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 608 × 2048
Events
- Secretly turns the player around by 180 degrees when they reach the middle of the hallway. Goes to each one with no event yet, 15% chance.
- Spawns SCP-1048-A inside the room. Goes to every one that has no event yet.
Hallway with a wall fanZone Light ContainmentShape HallwayItems 0
An empty, two-door hallway with a large fan/vent in the wall.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 40 among the zone's hallways
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1104 × 2048
Events
- Activates the fan in the room. Goes to every one that has no event yet.
Wide hallway with floor lightsZone Light ContainmentShape HallwayItems 0
A larger version of the two-door hallway, with lights in the floor.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 35 among the zone's hallways
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 832 × 2048
Hallway with a sealed side doorZone Light ContainmentShape HallwayItems 0
A two-door hallway, with a unopenable door off to the side.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 30 among the zone's hallways
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1076 × 2048
Events
- Spawns SCP-173 inside the room. Goes to each one with no event yet, 40% chance (80% on Keter, or Esoteric with aggressive NPCs).
Hallway with a low ceilingZone Light ContainmentShape HallwayItems 0
A two-door hallway, with lowered ceilings.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 35 among the zone's hallways
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 624 × 2048
Storage closets hallwayZone Light ContainmentShape HallwayItems 6
A storage hallway, where SCP-173 kills two NPCs. The Gas Mask, Level 1 Key Card, Clipboard & Batteries spawn here.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 0% of the way along its zone's hallways, priority 10000)
- Doors the room adds
- 1
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 2788 × 2048
Items that always spawn here
Items on a roll
- a second and a third battery, each on a 1 in 2 roll: 9V Battery.
Events
- An event where a scientist and a janitor get killed by SCP-173. Goes to the first one in the facility that has no event yet.
Hallway with a side elevatorZone Light ContainmentShape HallwayItems 0
A two-door hallway, with an elevator off to the side.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 85% of the way along its zone's hallways, priority 100)
- Doors the room adds
- 1
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1360 × 2048
Events
- Spawns a dead janitor inside the room. Goes to the first one in the facility that has no event yet.
- An event where a guard enters the elevator in the room. Goes to the first free room counting from the 1st or the 2nd (1 in 2 each).
Red-lit T airlockZone Light ContainmentShape HallwayItems 0
Red-lit airlock room, in the shape of a T.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 30 among the zone's hallways
- Doors the room adds
- 2
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1280 × 2048
Events
- Spawns SCP-173 inside the room. Goes to each one with no event yet, 50% chance (90% on Keter, or Esoteric with aggressive NPCs).
SCP-714, SCP-860 and SCP-1025 hallwayZone Light ContainmentShape HallwayItems 5
SCP-714's, SCP-860's, & SCP-1025's two-door hallway.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 20% of the way along its zone's hallways, priority 800)
- SCP
- SCP-714, SCP-860, SCP-1025
- Doors the room adds
- 6
- Key card doors
- Level 3
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1632 × 2048
Items that always spawn here
SCP-1499 and SCP-500 chambersZone Light ContainmentShape HallwayItems 4
SCP-1499 & SCP-500's containment chambers, in a two-door hallway.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 60% of the way along its zone's hallways, priority 300)
- SCP
- SCP-1499, SCP-500
- Doors the room adds
- 3
- Key card doors
- Level 3, Level 4
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1568 × 2050
Items that always spawn here
Events
- An event where Emily Ross gets captured by SCP-106. Goes to the first one in the facility that has no event yet.
Hallway with a small test roomZone Light ContainmentShape HallwayItems 2
Two-door hallway with a small testing room, where SCP-173 shatters the testroom's window.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 10% of the way along its zone's hallways, priority 900)
- Doors the room adds
- 2
- Key card doors
- Level 1
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1376 × 2048
Items that always spawn here
Events
- An event where SCP-173 breaks through the window in the room. Goes to every one that has no event yet.
SCP-970 storage hallwayZone Light ContainmentShape HallwayItems 4
SCP-970's storage hallway.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 30% of the way along its zone's hallways, priority 700)
- SCP
- SCP-970
- Doors the room adds
- 6
- Lights
- 10
- Floor decals at start
- No
- Size (map units)
- 2656 × 2048
Items that always spawn here
Events
- Required for the endless hallway to function. Goes to the first one in the facility that has no event yet.
Contamination airlockZone Light ContainmentShape HallwayItems 0
A two-door contamination airlock.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Random fill: weight 10 among the zone's hallways
- Doors the room adds
- 2
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1088 × 2060
Events
- Required for the airlock inside the room to be functional. Goes to every one that has no event yet.
Broken contamination airlockZone Light ContainmentShape HallwayItems 0
Broken variant of the two-door contamination airlock.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 40% of the way along its zone's hallways, priority 600)
- Doors the room adds
- 2
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 967 × 2058
Events
- Spawns a guard inside the room. Goes to the first one in the facility that has no event yet.
Surveillance roomZone Light ContainmentShape HallwayItems 0
The surveillance room in the LCZ. Required for passing into HCZ, if used.
- Shape
- Hallway
- Zone
- Light Containment
- Placement
- Placed in every map (position 50% of the way along its zone's hallways, priority 500)
- Doors the room adds
- 3
- Key card doors
- Level 3
- Lights
- 7
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2096 × 2048
Events
- Spawns SCP-049 inside the room. Goes to the first one in the facility that has no event yet.
SCP-1162's chamberZone Light ContainmentShape CornerItems 1
SCP-1162's containment chamber, in a corner room.
- Shape
- Corner
- Zone
- Light Containment
- Placement
- Placed in every map (position 50% of the way along its zone's corners, priority 10100)
- SCP
- SCP-1162
- Doors the room adds
- 1
- Key card doors
- Level 2
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1344 × 1348
Items that always spawn here
Events
- Required for SCP-1162 to be functional. Goes to the first one in the facility that has no event yet.
Timed airlock (Light Containment)Zone Light ContainmentShape CornerItems 0
A timed airlock room, with two doors.
- Shape
- Corner
- Zone
- Light Containment
- Placement
- Placed in every map (position 0% of the way along its zone's corners, priority 10000)
- Doors the room adds
- 2
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1888 × 1888
Events
- Spawns SCP-173 inside the room. Goes to the first one in the facility that has no event yet (on a 2 in 3 roll).
- Spawns SCP-173 inside the room. Goes to each one with no event yet, 30% chance (80% on Keter, or Esoteric with aggressive NPCs).
Plain cornerZone Light ContainmentShape CornerItems 0
An empty, plain corner room.
- Shape
- Corner
- Zone
- Light Containment
- Placement
- Random fill: weight 40 among the zone's corners
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1344 × 1344
Light Containment cornerZone Light ContainmentShape CornerItems 0
A corner room, with more of a LCZ style.
- Shape
- Corner
- Zone
- Light Containment
- Placement
- Random fill: weight 30 among the zone's corners
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1344 × 2048
SCP-939 storage areaZone Light ContainmentShape T-junctionItems 2
SCP-939's storage area, with various roaming instances of 939.
- Shape
- T-junction
- Zone
- Light Containment
- Placement
- Placed in every map (position 50% of the way along its zone's t-junctions, priority 10000)
- SCP
- SCP-939
- Doors the room adds
- 8
- Lights
- 33
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 7168 × 8640
Items that always spawn here
Items on a roll
- the hand is at one of three spots, 1 in 3 each: Black Severed Hand.
Events
- Spawns SCP-939 instances inside the room and updates the elevators. Goes to the first one in the facility that has no event yet.
T-junction with a caged wallZone Light ContainmentShape T-junctionItems 0
Three-door hallway, with a caged off portion in the back wall.
- Shape
- T-junction
- Zone
- Light Containment
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Events
- Closes the doors behind the player. Goes to each one with no event yet, 10% chance.
- Event where dead scientist falls down from the ceiling. Goes to 1 in 2 games: the first free room counting from the 1st or the 2nd (1 in 2 each).
- Spawns a sinkhole to the Pocket Dimension on the floor. Goes to the other 1 in 2 games: the first free room counting from the 2nd or the 3rd (1 in 2 each).
T-junctionZone Light ContainmentShape T-junctionItems 0
A three-door hallway, without the caged portion.
- Shape
- T-junction
- Zone
- Light Containment
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 1472
Events
- Event where dead scientist falls down from the ceiling. Goes to the other 1 in 2 games: the first free room counting from the 1st or the 2nd (1 in 2 each).
- Spawns a sinkhole to the Pocket Dimension on the floor. Goes to 1 in 2 games: the first free room counting from the 2nd or the 3rd (1 in 2 each).
T-junction (wide)Zone Light ContainmentShape T-junctionItems 0
Another variant of a three-door hallway.
- Shape
- T-junction
- Zone
- Light Containment
- Placement
- Random fill: weight 20 among the zone's t-junctions
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2049 × 1440
Crossroads with a walkway aboveZone Light ContainmentShape CrossroadsItems 0
A four-door hallway, with a metal walkway hanging above.
- Shape
- Crossroads
- Zone
- Light Containment
- Placement
- Random fill: weight 100 among the zone's crossroadss
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Events
- May cause SCP-049 to appear on the walkway above the room. Goes to the first one in the facility that has no event yet.
- Spawns a sinkhole to the Pocket Dimension on the floor. Goes to the first free room counting from the 1st or the 2nd (1 in 2 each).
CrossroadsZone Light ContainmentShape CrossroadsItems 0
A varient of the four-door hallway, without the metal walkway.
- Shape
- Crossroads
- Zone
- Light Containment
- Placement
- Random fill: weight 80 among the zone's crossroadss
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Broken timed airlockZone Light ContainmentShape CornerItems 0
A varient of the timed lockroom, where a seperate path is opened. The airlock itself is broken.
- Shape
- Corner
- Zone
- Light Containment
- Placement
- Random fill: weight 15 among the zone's corners
- Doors the room adds
- 2
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1856 × 1894
Crossroads with an info deskZone Light ContainmentShape CrossroadsItems 0
A 4-way hallway containing an info center.
- Shape
- Crossroads
- Zone
- Light Containment
- Placement
- Placed in every map (position 30% of the way along its zone's crossroadss, priority 10000)
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Checkpoint: Light to Heavy ContainmentZone —Shape HallwayItems 0
The keycarded checkpoint between the LCZ and HCZ.
- Shape
- Hallway
- Zone
- Outside the grid
- Placement
- Placed in every map
- Doors the room adds
- 2
- Key card doors
- Level 3
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2206 × 2048
Events
- CheckPoint room event. Goes to every one that has no event yet.
SCP-008's chamberZone Heavy ContainmentShape Dead endItems 2
SCP-008's containment chamber.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 40% of the way along its zone's dead ends, priority 300)
- SCP
- SCP-008
- Doors the room adds
- 3
- Key card doors
- Level 4
- Lights
- 5
- Floor decals at start
- No
- Size (map units)
- 1392 × 1856
Items that always spawn here
Events
- The event in SCP-008's chamber where SCP-173 breaks the window. Should always be present in all maps. Goes to the first one in the facility that has no event yet.
SCP-035's chamberZone Heavy ContainmentShape Dead endItems 5
SCP-035's containment chamber.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 50% of the way along its zone's dead ends, priority 200)
- SCP
- SCP-035
- Doors the room adds
- 4
- Key card doors
- Level 5
- Code locks
- 5731
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1984 × 1936
Items that always spawn here
Events
- Spawns a scientist possessed by SCP-035 inside the room. Goes to the first one in the facility that has no event yet.
SCP-079's chamberZone Heavy ContainmentShape Dead endItems 0
SCP-079's containment chamber.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 15% of the way along its zone's dead ends, priority 500)
- SCP
- SCP-079
- Doors the room adds
- 3
- Key card doors
- Level 3, Level 4
- Lights
- 5
- Floor decals at start
- No
- Size (map units)
- 2656 × 3072
Events
- Required for SCP-079 to interact with the player. Should be present in all maps. Goes to the first one in the facility that has no event yet.
SCP-106's chamberZone Heavy ContainmentShape Dead endItems 3
SCP-106's containment chamber.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 30% of the way along its zone's dead ends, priority 400)
- SCP
- SCP-106
- Doors the room adds
- 3
- Key card doors
- Level 4
- Lights
- 14
- Floor decals at start
- No
- Size (map units)
- 3560 × 4144
Items that always spawn here
Events
- Required for SCP-106's recall protocol to function. Goes to the first one in the facility that has no event yet.
SCP-895's chamberZone Heavy ContainmentShape Dead endItems 3
SCP-895's containment chamber.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 70% of the way along its zone's dead ends, priority 100)
- SCP
- SCP-895
- Doors the room adds
- 1
- Key card doors
- Level 2
- Lights
- 9
- Floor decals at start
- No
- Size (map units)
- 1424 × 3584
Items that always spawn here
Events
- SCP-895's chamber event + SCP-106 spawn near the coffin. Goes to the first one in the facility that has no event yet (4 in 5 games (otherwise the plain coffin event)).
- SCP-895's chamber event. Goes to the first one in the facility that has no event yet (1 in 5 games).
Small red-lit dead endZone Heavy ContainmentShape Dead endItems 0
A small, red-lit, HCZ-styled endroom.
- Shape
- Dead end
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's dead ends
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 944 × 1400
SCP-049's chamberZone Heavy ContainmentShape HallwayItems 3
SCP-049's containment chamber.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 40% of the way along its zone's hallways, priority 400)
- SCP
- SCP-049
- Doors the room adds
- 11
- Lights
- 26
- Floor decals at start
- No
- Size (map units)
- 6582 × 4225
Items that always spawn here
Events
- Spawns SCP-049 and updates the levers and elevators within the room. Goes to the first one in the facility that has no event yet.
Large test roomZone Heavy ContainmentShape HallwayItems 1
A large testroom, where SCP-682's document can be found.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 70% of the way along its zone's hallways, priority 200)
- Doors the room adds
- 2
- Lights
- 23
- Floor decals at start
- No
- Size (map units)
- 2048 × 2048
Items that always spawn here
Events
- Opens up the gas valves and plays a sound through the intercom once the player enters the lower level of the room. Goes to the first one in the facility that has no event yet.
Tunnel hallwayZone Heavy ContainmentShape HallwayItems 0
A two-door hallway, in the shape of a tunnel.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's hallways
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 576 × 2048
Events
- Spawns SCP-106 inside the room. Goes to each one with no event yet, 7% chance (17% on Keter, or Esoteric with aggressive NPCs).
- Plays a loud roar roughly between 5 and 16 minutes after first entering the room. Goes to 4 in 5 games, then 1 in 3: the first free room counting from the 1st (2 in 3) or the 2nd (1 in 3).
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 60% chance (80% on Keter, or Esoteric with aggressive NPCs).
Tunnel hallway with a fuse boxZone Heavy ContainmentShape HallwayItems 0
A varient of the tunnel hallway, with a fuse box off to the side where SCP-173 spawns.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 70 among the zone's hallways
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 864 × 2048
Events
- Opens up the gas valves in the room. Goes to each one with no event yet, 20% chance.
- An event where the lights go out and SCP-173 spawns in front of the player. Goes to the first free room counting from the 1st (2 in 3) or the 2nd (1 in 3).
- An event where the lights go out and SCP-173 spawns in front of the player. Goes to each one with no event yet, 0% chance (20% on Keter, or Esoteric with aggressive NPCs).
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 40% chance (60% on Keter, or Esoteric with aggressive NPCs).
Warhead control hallwayZone Heavy ContainmentShape HallwayItems 2
A two-door hallway, with a room on the side which leads to the Omega & Alpha warheads.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 10% of the way along its zone's hallways, priority 10000)
- Doors the room adds
- 4
- Key card doors
- Level 5
- Lights
- 14
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2832 × 2048
Items that always spawn here
Events
- Updates the levers inside the room. Should be present in all maps. Goes to the first one in the facility that has no event yet.
Pipe hallwayZone Heavy ContainmentShape HallwayItems 0
A two-door hallway, with caged floors and ceiling that contain various pipes. SCP-106 can appear out of the walls.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 50 among the zone's hallways
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 568 × 2050
Events
- An event where SCP-106 appears from a wall. Goes to the first free room counting from the 1st (1 in 2), the 2nd (1 in 4) or the 3rd (1 in 4).
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 40% chance (60% on Keter, or Esoteric with aggressive NPCs).
Catwalk over a pitZone Heavy ContainmentShape HallwayItems 0
A two-door catwalk, where the catwalk spews gas.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 75 among the zone's hallways
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 1792 × 2048
Events
- Spawns SCP-173 inside the room. Goes to each one with no event yet, 40% chance (80% on Keter, or Esoteric with aggressive NPCs).
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 50% chance (70% on Keter, or Esoteric with aggressive NPCs).
- An event in which SCP-106 spawns at the bottom of the catwalk. Goes to each one with no event yet, 7% chance (17% on Keter, or Esoteric with aggressive NPCs).
Server hallway (SCP-096)Zone Heavy ContainmentShape HallwayItems 0
SCP-096's spawn area, where 096 kills a guard.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 90% of the way along its zone's hallways, priority 100)
- SCP
- SCP-096
- Doors the room adds
- 4
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1888 × 2048
Events
- An event where SCP-096 kills a guard. Goes to the first one in the facility that has no event yet.
Maintenance shaft hallwayZone Heavy ContainmentShape HallwayItems 5
A two-door hallway, which has a non-functional elevator and the maintenance shaft.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 60% of the way along its zone's hallways, priority 300)
- Doors the room adds
- 2
- Key card doors
- Level 2
- Lights
- 5
- Floor decals at start
- No
- Size (map units)
- 2272 × 2048
Items that always spawn here
Events
- Spawns a dead guard inside the room. Goes to the first one in the facility that has no event yet.
Maintenance tunnel gateZone Heavy ContainmentShape HallwayItems 1
A closed gate, and elevators leading to the maintenance tunnels. Gate can be opened if SCP-372's chamber is in the map for the code.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 25% of the way along its zone's hallways, priority 500)
- Doors the room adds
- 3
- Code locks
- 1000
- Lights
- 4
- Floor decals at start
- No
- Size (map units)
- 1760 × 2048
Items that always spawn here
Events
- Generates and updates the maintenance tunnels. Goes to the first one in the facility that has no event yet.
Tesla gate hallway (Heavy Containment)Zone Heavy ContainmentShape HallwayItems 0
Hallway with a tesla gate. HCZ variant.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's hallways
- Lights
- 10
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 608 × 2048
Events
- Activates the tesla gate in the room. Goes to each one with no event yet, 90% chance.
Pipe hallway (variant)Zone Heavy ContainmentShape HallwayItems 0
Another variant of the two-door hallway, with caged floors and ceiling that contain various pipes.
- Shape
- Hallway
- Zone
- Heavy Containment
- Placement
- Random fill: weight 70 among the zone's hallways
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 928 × 2050
Heavy Containment cornerZone Heavy ContainmentShape CornerItems 0
A HCZ-styled corner room.
- Shape
- Corner
- Zone
- Heavy Containment
- Placement
- Random fill: weight 40 among the zone's corners
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1408 × 1408
Corner with a pit blockZone Heavy ContainmentShape CornerItems 1
A corner room, with a large cube-like stucture in the middle of the room.
- Shape
- Corner
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 50% of the way along its zone's corners, priority 10000)
- Doors the room adds
- 1
- Key card doors
- Level 3
- Lights
- 10
- Floor decals at start
- No
- Size (map units)
- 1592 × 1984
Items that always spawn here
SCP-513's chamberZone Heavy ContainmentShape T-junctionItems 3
SCP-513's containment chamber.
- Shape
- T-junction
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 30% of the way along its zone's t-junctions, priority 10000)
- SCP
- SCP-513
- Doors the room adds
- 1
- Key card doors
- Level 2
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Items that always spawn here
SCP-966's chamberZone Heavy ContainmentShape T-junctionItems 1
SCP-966's containment chamber.
- Shape
- T-junction
- Zone
- Heavy Containment
- Placement
- Placed in every map (position 60% of the way along its zone's t-junctions, priority 10100)
- SCP
- SCP-966
- Doors the room adds
- 2
- Key card doors
- Level 3
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 1920
Items that always spawn here
Events
- Spawns multiple SCP-966 instances inside the room. Goes to the first one in the facility that has no event yet.
T-junction walkway over a pitZone Heavy ContainmentShape T-junctionItems 0
A three-door walkway, with a large box-like structure in the back wall.
- Shape
- T-junction
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 12
- Floor decals at start
- No
- Size (map units)
- 2048 × 1376
Events
- Spawns a saxophone-playing anomalous duck inside the room. Goes to the first one in the facility that has no event yet.
- An event where SCP-1048 hands over a drawing to the player. Goes to the first one in the facility that has no event yet.
- Plays a loud roar roughly between 5 and 16 minutes after first entering the room. Goes to 4 in 5 games, then 1 in 3: the first free room counting from the 1st (2 in 3) or the 2nd (1 in 3).
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 60% chance (80% on Keter, or Esoteric with aggressive NPCs).
Tunnel T-junctionZone Heavy ContainmentShape T-junctionItems 0
A three-door hallway, shaped after tunnels.
- Shape
- T-junction
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 1440
Events
- Eventroom3tunnel Goes to each one with no event yet, 8% chance.
- Closes the doors behind the player. Goes to each one with no event yet, 10% chance.
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 60% chance (80% on Keter, or Esoteric with aggressive NPCs).
T-junction (Heavy Containment)Zone Heavy ContainmentShape T-junctionItems 0
A T-shaped, three-door hallway.
- Shape
- T-junction
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 3
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 1280
Events
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 70% chance (90% on Keter, or Esoteric with aggressive NPCs).
Crossroads walkway over a pitZone Heavy ContainmentShape CrossroadsItems 0
A four-door walkway, with a large cube-like stucture in the middle of the room.
- Shape
- Crossroads
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's crossroadss
- Lights
- 16
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Events
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 60% chance (80% on Keter, or Esoteric with aggressive NPCs).
Tunnel crossroadsZone Heavy ContainmentShape CrossroadsItems 0
A four-door hallway, shaped after tunnels.
- Shape
- Crossroads
- Zone
- Heavy Containment
- Placement
- Random fill: weight 100 among the zone's crossroadss
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
Events
- Spawns a dead body inside the room. Goes to the first one in the facility that has no event yet.
- Spawns SCP-096 inside the room. Goes to each one with no event yet, 70% chance (90% on Keter, or Esoteric with aggressive NPCs).
Checkpoint: Heavy Containment to EntranceZone —Shape HallwayItems 0
The keycarded checkpoint which leads from the HCZ to the EZ.
- Shape
- Hallway
- Zone
- Outside the grid
- Placement
- Placed in every map
- Doors the room adds
- 2
- Key card doors
- Level 5
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2206 × 2050
Events
- CheckPoint room event. Goes to every one that has no event yet.
Gate B entranceZone Entrance ZoneShape Dead endItems 0
The entrance room to Gate B, with an elevator to the surface of Gate B.
- Shape
- Dead end
- Zone
- Entrance Zone
- Placement
- Placed in every map
- Doors the room adds
- 7
- Key card doors
- Level 3, Level 5
- Code locks
- ABCD
- Lights
- 15
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 17152 × 15201
Events
- Gate B event. Should always be present in all maps. Goes to the first one in the facility that has no event yet.
Gate A entranceZone Entrance ZoneShape Dead endItems 0
The room with the elevator to Gate A.
- Shape
- Dead end
- Zone
- Entrance Zone
- Placement
- Placed in every map
- Doors the room adds
- 2
- Key card doors
- Level 5
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2080 × 2264
Events
- Gate A entrance event. Should always be present in all maps. Goes to the first one in the facility that has no event yet.
Gate A (surface)Zone —Shape Dead endItems 0
The surface of Gate A. Placed automatically in every map.
- Shape
- Dead end
- Zone
- Outside the grid
- Placement
- Placed in every map
- Doors the room adds
- 5
- Key card doors
- Level 2
- Lights
- 12
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 12960 × 8794
Events
- gatea Goes to the first one in the facility that has no event yet.
Dead end with two elevatorsZone Entrance ZoneShape Dead endItems 0
A dead-end room with two elevators.
- Shape
- Dead end
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 0% of the way along its zone's dead ends, priority 10000)
- Lights
- 1
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 912 × 1130
Events
- Required for the elevator buttons to be clickable. Goes to the first one in the facility that has no event yet.
SCP-860-1's doorZone Entrance ZoneShape HallwayItems 2
SCP-860-1's containment chamber. Can't be traversed without SCP-860.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 60% of the way along its zone's hallways, priority 400)
- SCP
- SCP-860
- Doors the room adds
- 4
- Key card doors
- Level 1
- Code locks
- ABCD
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1584 × 2048
Items that always spawn here
Items on a roll
- Logs #1, #2 and #3 lie on the forest path, one per band of rows, on the first path tile the game places in that band: Log #1, Log #2, Log #3.
Events
- Required for the player to enter the forest. Goes to the first one in the facility that has no event yet.
Medical bay hallwayZone Entrance ZoneShape HallwayItems 3
A two-door hallway, leading to the medical bay. Contains a zombie.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 70% of the way along its zone's hallways, priority 300)
- Doors the room adds
- 1
- Key card doors
- Level 3
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1312 × 2049
Items that always spawn here
Events
- Spawns an SCP-008-1 instance inside the room. Goes to the first one in the facility that has no event yet.
Office hallwayZone Entrance ZoneShape HallwayItems 0
An office-styled two-door hallway.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Random fill: weight 75 among the zone's hallways
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 512 × 2048
Events
- Plays a loud roar roughly between 5 and 16 minutes after first entering the room. Goes to 4 in 5 games, then 1 in 3: the first free room.
Cafeteria (SCP-294)Zone Entrance ZoneShape HallwayItems 5
A two-doored walkway, with stairs leading to the cafeteria.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 20% of the way along its zone's hallways, priority 1000)
- SCP
- SCP-294
- Lights
- 7
- Floor decals at start
- No
- Size (map units)
- 3744 × 2064
Items that always spawn here
Events
- Required for SCP-294 to function. Goes to the first one in the facility that has no event yet.
Small officeZone Entrance ZoneShape HallwayItems 4
A small, plain office room with various deks.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 45% of the way along its zone's hallways, priority 600)
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1632 × 2048
Items that always spawn here
Events
- Spawns the corpse of the possessed scientist inside the room after the player has released him from the containment chamber. Goes to the first one in the facility that has no event yet.
Office with stairs downZone Entrance ZoneShape HallwayItems 3
An office room with stairs that extends downwards.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 90% of the way along its zone's hallways, priority 100)
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 1312 × 2048
Items that always spawn here
Items on a roll
- either the SCP-860 document or the SCP-093 recovered materials, 1 in 2 each: Document SCP-860, SCP-093 Recovered Materials.
Events
- Spawns an anomalous duck inside the room. Goes to each one with no event yet, 70% chance.
Large two-floor officeZone Entrance ZoneShape HallwayItems 5
A large office with a second floor, and two seperate rooms.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Random fill: weight 20 among the zone's hallways
- Doors the room adds
- 1
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2368 × 2048
Items that always spawn here
Items on a roll
- either the MTF document or the security clearance document, 1 in 2 each: Mobile Task Forces, Security Clearance Levels.
- more eye drops while a 1 in 2 roll keeps succeeding (the loop redraws its limit each pass): ReVision Eyedrops.
- a second and a third battery, each on a 1 in 2 roll: 9V Battery.
Events
- An event where a door closes behind the player. Goes to every one that has no event yet.
Office (variant)Zone Entrance ZoneShape HallwayItems 1
A varient of the offices.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 50% of the way along its zone's hallways, priority 500)
- Doors the room adds
- 1
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2164 × 2048
Items that always spawn here
Offices of Dr. Harp, Dr. Maynard and Dr. GearsZone Entrance ZoneShape HallwayItems 5
A two-door hallway with three labeled offices (Harp, Maynard, & Gears).
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 10% of the way along its zone's hallways, priority 10000)
- Doors the room adds
- 3
- Code locks
- 0, ABCD, 7816
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1488 × 2048
Items that always spawn here
Dr. L's office and conference roomsZone Entrance ZoneShape HallwayItems 3
A smaller hallway, with two doors leading to Dr. L's office and the conference rooms.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 80% of the way along its zone's hallways, priority 200)
- Doors the room adds
- 2
- Key card doors
- Level 3
- Code locks
- 1234
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2400 × 2048
Items that always spawn here
Items on a roll
- a birthday cake, only on 15 April: Birthday Cake.
Events
- Plays some sound effects when the player enters Dr L's office. Goes to the first one in the facility that has no event yet.
Toilets (SCP-789-J)Zone Entrance ZoneShape HallwayItems 0
Hallway containing SCP-789-J.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 25% of the way along its zone's hallways, priority 900)
- SCP
- SCP-789-J
- Lights
- 5
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1888 × 2048
Events
- Spawns the butt ghost. Goes to the first one in the facility that has no event yet.
- An event where a guard commits suicide. Goes to the first one in the facility that has no event yet.
Office with SCP-420-JZone Entrance ZoneShape HallwayItems 5
A two-door hallway with an office containing SCP-420-J
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 30% of the way along its zone's hallways, priority 800)
- SCP
- SCP-420-J
- Doors the room adds
- 1
- Key card doors
- Level 4
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2608 × 2048
Items that always spawn here
Tesla gate hallway (Entrance Zone)Zone Entrance ZoneShape HallwayItems 0
Hallway with a tesla gate. EZ variant.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Random fill: weight 100 among the zone's hallways
- Lights
- 8
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 608 × 2048
Events
- Activates the tesla gate in the room. Goes to each one with no event yet, 90% chance.
Communications server roomZone Entrance ZoneShape HallwayItems 1
A server room dedicated to keep the Site-COMmunications up and running (no real value).
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 40% of the way along its zone's hallways, priority 700)
- Doors the room adds
- 3
- Key card doors
- Level 3
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1898 × 2073
Items that always spawn here
Entrance Zone hallwayZone Entrance ZoneShape HallwayItems 0
A varient of the two-door hallway.
- Shape
- Hallway
- Zone
- Entrance Zone
- Placement
- Random fill: weight 25 among the zone's hallways
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 608 × 2048
Open airlock (SCP-096 sits here)Zone Entrance ZoneShape CornerItems 0
The open-doored lockroom, with SCP-096 sitting in the middle.
- Shape
- Corner
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 20% of the way along its zone's corners, priority 10000)
- SCP
- SCP-096
- Lights
- 6
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1888 × 1888
Events
- Spawns SCP-096 inside the room. Goes to the first one in the facility that has no event yet.
Timed airlock (Entrance Zone)Zone Entrance ZoneShape CornerItems 0
A timed airlock room, with two doors. EZ variant.
- Shape
- Corner
- Zone
- Entrance Zone
- Placement
- Random fill: weight 30 among the zone's corners
- Doors the room adds
- 2
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1888 × 1888
Events
- Spawns SCP-173 inside the room. Goes to each one with no event yet, 30% chance (80% on Keter, or Esoteric with aggressive NPCs).
Corner with benchesZone Entrance ZoneShape CornerItems 0
A corner room, with two benches against the walls.
- Shape
- Corner
- Zone
- Entrance Zone
- Placement
- Random fill: weight 100 among the zone's corners
- Lights
- 4
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1600 × 1600
Electrical centreZone Entrance ZoneShape CornerItems 1
A corner room, which has the electrical center. Required to finish the game.
- Shape
- Corner
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 0% of the way along its zone's corners, priority 100000)
- Doors the room adds
- 1
- Key card doors
- Level 2
- Lights
- 9
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 3296 × 2848
Items that always spawn here
Events
- Required for the levers inside the room to function. Should be present in all maps. Goes to the first one in the facility that has no event yet.
Server mazeZone Entrance ZoneShape T-junctionItems 2
A maze of re-arranced servers, where SCP-173 spawns.
- Shape
- T-junction
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 30% of the way along its zone's t-junctions, priority 10000)
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 2048 × 2056
Items that always spawn here
Items on a roll
- a second and a third battery, each on a 1 in 2 roll: 9V Battery.
Events
- Spawns SCP-173 inside the room. Goes to the first one in the facility that has no event yet.
Server room with a long catwalkZone Entrance ZoneShape T-junctionItems 2
Another variant of the server room, with a longer catwalk.
- Shape
- T-junction
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 70% of the way along its zone's t-junctions, priority 10100)
- Lights
- 6
- Floor decals at start
- No
- Size (map units)
- 2048 × 2056
Items that always spawn here
Events
- Spawns SCP-173 inside the room. Goes to the first one in the facility that has no event yet.
T-junction (Entrance Zone)Zone Entrance ZoneShape T-junctionItems 0
A three-door hallway.
- Shape
- T-junction
- Zone
- Entrance Zone
- Placement
- Random fill: weight 100 among the zone's t-junctions
- Lights
- 1
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 1600
Broken airlock T-junctionZone Entrance ZoneShape T-junctionItems 0
An alternate, EZ-styled, broken contamination airlock.
- Shape
- T-junction
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 0% of the way along its zone's t-junctions, priority 100)
- Doors the room adds
- 4
- Key card doors
- Level 3
- Lights
- 1
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2063 × 1579
Events
- Required for the airlock inside the room to be functional. Goes to every one that has no event yet.
Office with three exitsZone Entrance ZoneShape T-junctionItems 0
A office room with three exits.
- Shape
- T-junction
- Zone
- Entrance Zone
- Placement
- Placed in every map (position 50% of the way along its zone's t-junctions, priority 10000)
- Doors the room adds
- 1
- Key card doors
- Level 3
- Lights
- 1
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2060
Crossroads (Entrance Zone)Zone Entrance ZoneShape CrossroadsItems 0
A 4-door hallway.
- Shape
- Crossroads
- Zone
- Entrance Zone
- Placement
- Random fill: weight 100 among the zone's crossroadss
- Lights
- 2
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 2048 × 2048
SCP-106's pocket dimensionZone —Shape Dead endItems 1
SCP-106's pocket dimension. Placed automatically in all maps.
- Shape
- Dead end
- Zone
- Outside the grid
- Placement
- Placed in every map
- SCP
- SCP-106
- Doors the room adds
- 2
- Lights
- 1
- Floor decals at start
- Yes (a 1 in 4 roll each for two kinds)
- Size (map units)
- 1024 × 1024
Items that always spawn here
Events
- pocketdimension Goes to the first one in the facility that has no event yet.
SCP-1499's dimensionZone —Shape Dead endItems 0
SCP-1499's dimension. Placed automatically in all maps.
- Shape
- Dead end
- Zone
- Outside the grid
- Placement
- Placed in every map
- SCP
- SCP-1499
- Floor decals at start
- No
- Size (map units)
- 15018 × 8414
Events
- dimension1499 Goes to the first one in the facility that has no event yet.